tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

Hear Hear! I miss the 'old days' when I was scraping together mana for that Fire Giant I wanted to summon, and needed to bump up my essence pool enough so I could summon him in the first place! The problem with the old system is that the late game multipliers stacked up too quickly/aggressively, so you mana pools size went through the roof. a pool of 25 Essence is challenging/interesting. A 150 Mana pool is just cheese. Reducing the percentage bonuses would hav

2 Replies 3,751 Views

Hey guys! I'm trying to figure out how to add a value to the default game value under monsters, units and such. I've discovered that by deleting the relevant lines of code for stats (Str, etc.) under CoreUnits.xml, CoreSovereigns.xml and such, that the values called out in CoreUnitStats.xml will be used. What I'd like to do in the various unit/hero/etc. files is to apply a modifier to the base value, instead of defining the value. This way, if the

2 Replies 1,479 Views

I started looking through the files again yesterday, and it appears that I can add Hit Points to the list without too much problem (i.e. most units and Heroes follow the 'default' rules). Plus I have to ensure compatability with 1.1 (although it appears it already is based on the files that changed). Combat Speed could also be shifted to Default, but I'm seeing different values for this across the various files, so that will need to be taken into account (i.e. making sure

3 Replies 4,672 Views

In Warlords III (and presumably other versions), there was a slider that allowed you to choose if combat would lean more towards 'Quality' results (favors the tough guys) or 'Quantity" (gives weaker guys more of a chance). I always liked having this feature. Currently, as I understand, there is a 'minimum' result that is applied to damage results. This is one reason why you'll sometimes see '7-11 Damage' in your combat statistics window instead of '0-11' damage. I

0 Replies 721 Views

[quote who="LDiCesare" reply="2" id="2847831"]I agree with the OP. This is annoying. If it is possible to have 18 str by picking an predesigned, then I want to be able to pick 18 str with a custom leader.[/quote] You know, we could make a Sovereign Special ability just for you (via Modding) that adds +3 to Strength, for, say 10 Character points if you so wish...

6 Replies 3,783 Views

Just for the record. I've successfully eliminated one tech tree via modding (Diplomacy). In the interest of keeping the trees balanced, I simply dumped Diplomacy and Adventure together, and per Mr Frogboy's suggestion renamed it Lore. What has to be kept in mind is how Elemental handles the cost of techs currently. Essentially, your cost goes up with each tech you learn, regardless of how useful that tech may be. So, for example, if you put off Seafaring until

25 Replies 23,162 Views

[quote who="Heavenfall" reply="3" id="2847264"] Quoting seanw3, reply 1I would rather have so many unique techs in the game that what we have now just seems like a backbone. I'm with seanw3 here. The fact is, the tech trees are pretty solid as they are. I don't think there's a great need to rebuild them from scratch, because you'll most likely end up very close to the original anyway. Instead, it would be much more interesting to see techs that allow the player to diverge from the o

6 Replies 2,535 Views

I've always had a problem with the concept that the Boar Spear I just bought in the shop costs the same (Gildar-wise) as say 25 Studies... While this would involve a MAJOR rebalance, I think that shop costs should scale to the appropriate structures (taking into account that materials are also involved for units and buildings). I.e. your thought process should be: "Well, I have 25 Gildar, do I buy a Spear for myself or invest in that Granary I always wanted?"? N

21 Replies 20,520 Views

Just did a quick rough count (may be off a tech or two). Rough count on the Amarian Tree 28 Civilization 37 Warfare 23 Magic 16 Lore 16 Diplomacy So, if you were to merge the 5 trees into 3... Merging Lore and Diplomacy adds to 32. W

25 Replies 23,162 Views

OK, pardon my mess here. I'm brainstorming. I've dissected the Amarian Tech tree (incidentally, the Wiki is wrong, dunno who to talk to about that, weapons don't branch to armors back to weapons now). The particular tree I'm interested in is: Harvesting! Currently, Harvesting looks something like this: Harvesting --> Guilds --> Mining Guilds --> Smelting --> Blacksmithing --> Refined Mining ..............................\--&gt

10 Replies 3,716 Views

Hey y'all! One of the critiques I see here often about Elemental is how the race types really don't seem that different from each other. Essentially you have Kingdom versus Empire, and some minor ability adjustments, plus some game model differences but that's about it. Elemental IS set up so that each race could have it's own tech tree btw. Currently, all Kingdom units draw from the Amarian (Porcipinee) Tree, and Empire Unitds draw from the Trog tech tree (Magnar?

6 Replies 2,535 Views

OK, I thought of another one Not sure how you'd do this currently, but several players have expressed the desire to apply a Champion's level to his special ability. A tag might be one way to do this. Example: Player &n

1 Replies 1,110 Views

[quote who="impinc" reply="7" id="2847090"] Quoting Heavenfall, reply 2Actually, for techs it was discovered that you CAN have multiple prereq techs, as far as we know the only place where - if you put down two prereqs - you'll need both to proceed. However, the UI does a poor job at displaying this. You need to spend serious time on how to implement these changes so that the AI will use them. Actually, this works in the tech tree as well. I h

10 Replies 3,716 Views

I wasn't sure if this should be posted under the mods forum, or here under ideas, but since it's an idea for a new implementation, I'm posting it here: For modding purposes (item design, etc.), I'd absolutely love to see some new tags, as I'm sure a few others would like as well. If you have your own ideas for tags, feel free to post them here, to let the Stardock guys know what would make our lives easier. I realize that implementing new tags takes some t

1 Replies 1,110 Views

Another quick update (after a good night's rest). I was trying to figure out how I could get techs to 'jump' across tech trees. I.E. You research a Civilization Tech, which makes a Warfare Tech available. I don't think there are instances where this has been done in Elemental's tech trees, so I was wondering if it could be done and how it would be shown. Then, whilst reading another thread : [quote]Quotin

10 Replies 3,716 Views

This is good to know. I may have done this subconsiously with one of my personal mod files already (copied another item and changed the effect to taste). If the item isn't tied to a tech, but you want it in the shop, the K_CityHubs.xml (or F_CityHubs.xml) files designate which items show up at which city levels. I simply added a tag for said item to the shop, and it appeared. At the moment, I don't remember what code jujitsu I used to get it to show up in the unit de

6 Replies 4,214 Views

Your idea has some interesting points. I'm thinking this might be within the realm/reach of modders, based on what I've seen in the modfiles so far... Since you'd be significantly reducing the number of techs, bumping the 'baseline' research costs is easy to do (there's an entry in the .xml that sets the research value). I'm not your man though. I have my own mod project at the moment! Edit: Looks like Frogboy agrees with you. From another threa

25 Replies 23,162 Views

We need to keep in mind that Elemental ties in with the book Destiny's Embers. That has it's own unique world setting where Elves, etc. and some of the other 'conventions' we expect in fantasy aren't adopted. That being said, being able to play Darklings might be a nice change of pace... For those looking for a more 'traditional' fantasy approach, I'd suggest keeping an eye on the Mods forum. There is an Elves mod, plus a plethora of others, should y

18 Replies 8,167 Views

If you have any sentimental attachment to old Sovs and Races, you might want to back them up somewhere before you update. The 1.1 update deletes any .xml files it sees in the MyDocuments/Mygames/Elemental/Units and /Races folder... It also removes stuff from the Units/Icons folder btw, so pics of your old Sovs will be gone forever! This is done to ensure compatability, but for those of us that just HATE having to redo poses, outfits and such... It left my mod fil

0 Replies 1,384 Views

Some more ideas on this: I've been experimenting with the +5 to all attacks and +4(3.333) to all defenses for a few days now, and have reverted back to 0 modifiers once or twice. I'm not sure if +5/+4 is the sweet spot, but I'm very much enjoying the early game combat. There are a LOT less 'plink' results (1 damage) in the early game when things are relatively even. Heck, even spiders trying to bite through a 11 Def with an 9 Att are scoring damage here and there.&nb

10 Replies 3,716 Views